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Advice for free-form infiltration scenario
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<blockquote data-quote="Michael Silverbane" data-source="post: 5513353" data-attributes="member: 38016"><p>If your players are anything at all like mine, there's going to be at least one person in the group that is completely inept at hiding and/or sneaking. If you don't want this to throw a monkey wrench into your scenario, there are a couple of things that you can do...</p><p></p><p>1. Sites of industrial activity are loud. Make sure that you get this across to your players right away (i.e. when indy and his compatriot are looking down at the nazi archaeological site, they can already hear the activity from where they are. Except in very rare circumstances, the characters are not going to have to worry about making too much noise. A noisy hustle from one place of cover to another place of cover, or even two or three rounds of combat, is probably not going to be heard.</p><p></p><p>2. There are lots of nooks and crannies to steal away into. An excavation site like that is likely to have many sections of stripped out land, with raised walkways, tunnels, maze-like passages, slave pens, tents, out-buildings, and all sorts of other structures that the interlopers can duck into to get quickly out of sight.</p><p></p><p>3. Allow the sneaky to help the not so sneaky. If you have one or more characters who are very competent sneakers, you can allow them to help out those who are less sneaky... Scouting slightly ahead, making "wait for it. wait for it. now!" gestures, and so on. This'll give your stealthy types a chance to shine, without having to have them run off by themselves.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 5513353, member: 38016"] If your players are anything at all like mine, there's going to be at least one person in the group that is completely inept at hiding and/or sneaking. If you don't want this to throw a monkey wrench into your scenario, there are a couple of things that you can do... 1. Sites of industrial activity are loud. Make sure that you get this across to your players right away (i.e. when indy and his compatriot are looking down at the nazi archaeological site, they can already hear the activity from where they are. Except in very rare circumstances, the characters are not going to have to worry about making too much noise. A noisy hustle from one place of cover to another place of cover, or even two or three rounds of combat, is probably not going to be heard. 2. There are lots of nooks and crannies to steal away into. An excavation site like that is likely to have many sections of stripped out land, with raised walkways, tunnels, maze-like passages, slave pens, tents, out-buildings, and all sorts of other structures that the interlopers can duck into to get quickly out of sight. 3. Allow the sneaky to help the not so sneaky. If you have one or more characters who are very competent sneakers, you can allow them to help out those who are less sneaky... Scouting slightly ahead, making "wait for it. wait for it. now!" gestures, and so on. This'll give your stealthy types a chance to shine, without having to have them run off by themselves. [/QUOTE]
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